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glsl: Translate the AST for uniform blocks into some IR structures.
We're going to need this structure to cross-validate the uniform blocks between shader stages, since unused ir_variables might get dropped. It's also the place we store the RowMajor qualifier, which is not part of the GLSL type (since that would cause a bunch of type equality checks to fail). Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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6 changed files with 103 additions and 1 deletions
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@ -3994,6 +3994,25 @@ ast_struct_specifier::hir(exec_list *instructions,
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return NULL;
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}
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static struct gl_uniform_block *
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get_next_uniform_block(struct _mesa_glsl_parse_state *state)
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{
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if (state->num_uniform_blocks >= state->uniform_block_array_size) {
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state->uniform_block_array_size *= 2;
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if (state->uniform_block_array_size <= 4)
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state->uniform_block_array_size = 4;
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state->uniform_blocks = reralloc(state,
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state->uniform_blocks,
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struct gl_uniform_block,
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state->uniform_block_array_size);
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}
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memset(&state->uniform_blocks[state->num_uniform_blocks],
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0, sizeof(*state->uniform_blocks));
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return &state->uniform_blocks[state->num_uniform_blocks++];
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}
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ir_rvalue *
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ast_uniform_block::hir(exec_list *instructions,
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struct _mesa_glsl_parse_state *state)
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@ -4002,11 +4021,59 @@ ast_uniform_block::hir(exec_list *instructions,
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* need to turn those into ir_variables with an association
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* with this uniform block.
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*/
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struct gl_uniform_block *ubo = get_next_uniform_block(state);
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ubo->Name = ralloc_strdup(state->uniform_blocks, this->block_name);
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unsigned int num_variables = 0;
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foreach_list_typed(ast_declarator_list, decl_list, link, &declarations) {
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foreach_list_const(node, &decl_list->declarations) {
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num_variables++;
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}
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}
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bool block_row_major = this->layout.flags.q.row_major;
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ubo->Uniforms = rzalloc_array(state->uniform_blocks,
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struct gl_uniform_buffer_variable,
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num_variables);
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foreach_list_typed(ast_declarator_list, decl_list, link, &declarations) {
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exec_list declared_variables;
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decl_list->hir(&declared_variables, state);
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foreach_list_const(node, &declared_variables) {
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struct ir_variable *var = (ir_variable *)node;
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struct gl_uniform_buffer_variable *ubo_var =
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&ubo->Uniforms[ubo->NumUniforms++];
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var->uniform_block = ubo - state->uniform_blocks;
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ubo_var->Name = ralloc_strdup(state->uniform_blocks, var->name);
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ubo_var->Type = var->type;
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ubo_var->Buffer = ubo - state->uniform_blocks;
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ubo_var->Offset = 0; /* Assigned at link time. */
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ubo_var->RowMajor = block_row_major;
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if (decl_list->type->qualifier.flags.q.row_major)
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ubo_var->RowMajor = true;
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else if (decl_list->type->qualifier.flags.q.column_major)
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ubo_var->RowMajor = false;
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/* From the GL_ARB_uniform_buffer_object spec:
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*
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* "Sampler types are not allowed inside of uniform
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* blocks. All other types, arrays, and structures
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* allowed for uniforms are allowed within a uniform
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* block."
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*/
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if (var->type->contains_sampler()) {
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YYLTYPE loc = decl_list->get_location();
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_mesa_glsl_error(&loc, state,
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"Uniform in non-default uniform block contains sampler\n");
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}
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}
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instructions->append_list(&declared_variables);
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}
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@ -82,6 +82,10 @@ struct _mesa_glsl_parse_state {
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exec_list translation_unit;
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glsl_symbol_table *symbols;
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unsigned num_uniform_blocks;
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unsigned uniform_block_array_size;
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struct gl_uniform_block *uniform_blocks;
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bool es_shader;
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unsigned language_version;
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const char *version_string;
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@ -1491,6 +1491,7 @@ ir_variable::ir_variable(const struct glsl_type *type, const char *name,
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this->explicit_location = false;
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this->has_initializer = false;
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this->location = -1;
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this->uniform_block = -1;
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this->warn_extension = NULL;
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this->constant_value = NULL;
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this->constant_initializer = NULL;
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@ -453,7 +453,8 @@ public:
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* - Vertex shader output: one of the values from \c gl_vert_result.
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* - Fragment shader input: one of the values from \c gl_frag_attrib.
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* - Fragment shader output: one of the values from \c gl_frag_result.
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* - Uniforms: Per-stage uniform slot number.
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* - Uniforms: Per-stage uniform slot number for default uniform block.
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* - Uniforms: Index within the uniform block definition for UBO members.
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* - Other: This field is not currently used.
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*
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* If the variable is a uniform, shader input, or shader output, and the
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@ -461,6 +462,16 @@ public:
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*/
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int location;
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/**
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* Uniform block number for uniforms.
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*
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* This index is into the shader's list of uniform blocks, not the
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* linked program's merged list.
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*
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* If the variable is not in a uniform block, the value will be -1.
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*/
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int uniform_block;
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/**
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* output index for dual source blending.
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*/
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@ -54,6 +54,7 @@ ir_variable::clone(void *mem_ctx, struct hash_table *ht) const
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var->interpolation = this->interpolation;
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var->location = this->location;
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var->index = this->index;
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var->uniform_block = this->uniform_block;
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var->warn_extension = this->warn_extension;
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var->origin_upper_left = this->origin_upper_left;
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var->pixel_center_integer = this->pixel_center_integer;
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@ -2237,6 +2237,24 @@ typedef enum
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MESA_SHADER_TYPES = 3
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} gl_shader_type;
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struct gl_uniform_buffer_variable
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{
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char *Name;
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const struct glsl_type *Type;
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unsigned int Buffer;
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unsigned int Offset;
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GLboolean RowMajor;
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};
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struct gl_uniform_block
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{
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/** Declared name of the uniform block */
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char *Name;
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/** Array of supplemental information about UBO ir_variables. */
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struct gl_uniform_buffer_variable *Uniforms;
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GLuint NumUniforms;
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};
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/**
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* A GLSL program object.
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